However...
Looking at this same chart, you may notice that just underneath the "video gamer" level lies a dark pit of insidious evil from which few have returned. While I know I am nowhere near its black depths, the mere proximity of it to my own location on this chart is enough to cast the dark shadow of fear on my heart. That's right...this place from which there is no return is ROLE PLAYING GAMING! (dun dun duuuuuun)
Now, I realize that I have until now mentioned things like ARGs in this blog. Also, in my life as a gamer I've repeatedly held reverence for games like Final Fantasy and Dragon Quest, and have even been working on a similar game for my own indie game company. But role playing games like Dungeons and Dragons are an entirely different beast completely. If you think back to high school or college, these were the kids staying in their rooms on Saturday nights while the rest of us went out, gathering around a table to talk of wizards, werewolves, and polyhedral dice while enjoying a medieval feast of Cheetos and Mountain Dew.
A feast that only the most powerful warriors can handle...
So imagine, if you will, the twist my gut endured when one of my thesis advocates suggested analyzing the game Dungeons and Dragons for my research. Was this the small push, nay, the slight breeze that would have me tumbling my way into a level of geekdom from which I'd never return? As stated before, I am admittedly a bit of a nerd, but in a fun way...there are some levels of nerdery which I dare not descend to. Unfortunately, I realized that my quest for a great thesis was going to lead me there whether I liked it or not.
Highly recommended
One famous story of a D&D game is found in the book Masters of Doom: How Two Guys Created an Empire and Transformed Popular Culture by David Kushner (where I learned all about this Dungeon Master stuff...no I have never played.) During the design and development of the game Doom, John Carmack and John Romero played a game of D&D during which Carmack designed one of the most elaborate game worlds ever seen. The game lasted for months as they traveled through the vast landscape. One of the laws of the in this place was that the dark sword, named Daikatana, should never be claimed lest the world utterly collapse upon itself and end all existance. So in a characteristic act of mischief, Romero grabbed it. The implied gamespace became so real in the minds of the players that it completely collapsed, as stipulated by Dungeon Master Carmack, and the game abruptly ended, living on only in items named after elements of that game in future titles developed by the Two Johns. The preceding story helped a lot, but my mind still labored on how to learn about the game without playing it. Unfortunately I could not find a way to truly understand the concept of a Dungeon Master without experiencing it somehow for myself. I went to the local Borders with money in my hand, ready to accept my undeniable destiny.
Then I saw it...
The D&D display at Borders had 3 books: The Player's Handbook, The Dungeon Master's Guide, and the Monster Manual, each selling for $35-40 a piece. This also did not include any of the equipment necessary to play the game, just the rules for playing different characters and knowing what monsters there were. I COULDN'T AFFORD TO BECOME A DUNGEONS AND DRAGONS PLAYER IF I WANTED TO! The publishers of the game must think that, like in a game of D&D, money and golden treasure can be found under every rock and in the remains of every dead animal (players of video game RPGs, you know what I'm talking about...why do rats need to carry purses of gold and a magic swords?). So I bought the Dungeon Master's Guide, figuring that I could get all the information I really needed from that and observe a group playing or find information online to fill in the blanks.
Poor guy...he just saw his credit card bill
Like the way that the game is sold, however, the Dungeon Master book is yet another piece of marketing genius. It really only gives you the Dungeon Master information. Many of the references in the book to how the characters play the game is very vague and often cross-references the Player's Handbook. So even as a new player who only wants to be a Dungeon Master, you would still need to buy the character book to really understand the game. Not only that, but in the Dungeon Master book it also describes how, in order to get the best experience possible, a player should buy character miniatures to keep track of character and monster locations on the dungeon map, a stand up "Dungeon Master's Screen" with printed information and quick references on game rules, and as many 4, 6, 10, 12, and 20-sided die that they can "to make attacks where you roll multiple polyhedral die go smoother." As if that wasn't enough, the last page of the book is an ad for a web service that allows you to build and track your games online, which costs a further monthly fee. With all of that, I can safely say that there is no way I can even imagine becoming a D&D player. With all the money I would have to spend, I'll stick to researching my Dungeon Master's Guide and leave the adventuring to the rich. And honestly, as many jokes as we all make about D&D players, they aren't nerds for making D&D the focus of their lives. They're just trying to make good on their ridiculous investment.
Oh Wizards of the Coast (company that makes D&D and all those addictive money-draining customizable card games) you are truly evil...